00:00
00:00
m1kclark

177 Art Reviews w/ Response

All 308 Reviews

6 reviews are hidden due to your filters.

Nice

That is an excellent drawing.
As an aside, if you want a better visual for what the skull looks like under the face, try this article on what drug addicts look like after a few years on the streets: http://www.msnbc.msn.com/id/41787410/ns/health-addictions/

silversunned responds:

LOL you realize that the skull was drawn first, and I drew the face from the skull so the face Is anatomically correct? LOLOL thanks though that was an interesting article

Good, but a few points

I love the model design. It's a really nice weapon, and I think that this could be a really excellent 3D piece, but for a few things.
(a) It's blurry. That's weird in 3D.
(b) All the circular pieces need more faces, particularly the sight scope.
(c) The reflections in the metal are too strong, and a real material that's bumpy like that wouldn't have the clear reflections that you have.
(d) BEVEL. You did some, apparently by hand (woot), but it's not enough.

You clearly worked really hard on this, and it shows in a lot of details. I'm just offering simple improvements, not detracting from the value of the piece. Good stuff!

Dawn-Breaker responds:

I highly appreciate the usefull critisism you give on my 3d pieces (2 so far)..

Dunno where the blurry bit came from though, Rendered in HDTV or something.. but I might've saved is as JPEG and yeah.. that probally took down some of its quality.

I was having doubts about using turbosmooth on the main base of the scope as, like you said ,it wasn't perfectly round but the turbosmooth made it look odd .. but I also tried keeping it low poly at first because I was modelling this at school and those machines aren't very co-operative with rendering

The textures are all presets from mental ray, I like working with them! but I do agree, the texture should've been more dull looking and less glossier but I'm not veryyyy experienced with making decent textures.

BEVELING argahwgrawh, well yeah I must admit that I'm not satisfied with all of the edges ,being unnaturally sharp and all, simply because my process of making this are lead by stupidly taken decisions of mine such as boolean in the front frame around the barrel.. the holes ,creating a load of edges making it allot of work to bevel by hand (glad that you noticed its done by hand mostly)!

I'm glad you like it in general though! and I shall keep these things in mind for the future when I'm planning on making some more 3D stuff.

I *love* that!

At first, it seems so silly and uncharacter-like that it's boring, except then you examine the details and the style you chose really ... shines!

datamouth responds:

yeah i tried to breakdown features as much as i could. turning them into simple shapes. i gave it a shiney surface. kinda like my own little avatar statue. thanx for the comment!

Vagina dentata

I like the imagery you creating with the sword between the legs.

homojesus responds:

omgwd your so immature!

Hmm

I disagree with Kensei01's rating of "1". He is right that extruded text as a 3D art submission is a bit weak, but I see more than that. Clearly the bricks are a photo, but still a really good photo. The really cool thing is that the lighting and color scheme of the text are an EXACT match to the photo's light scheme. No discrepancies whatsoever. In fact, the one and only thing that convinced me this wasn't a photograph of wood letters on bricks was that the letters' edges are impossibly sharp. Its value as "art" may be weak, but I think it is a truly strong image.

eagle3000 responds:

Thank you. Bricks you see, it's a texture with a bump map of 60 applied to a single plane. :)

Disjointedness

This picture has the "scope" problem that all my illustrations have ever had. If you look at a small box, everything is always in perfect proportion, but if you zoom out and examine the picture as whole, there are proportion problems. The head seems too big and pushed too far to the right, even though the face is *incredibly* lifelike. The two shoulders seem to be at different heights, but I'm a big fan of how you shaded them. Finally, the hand looks excellently detailed but it's much too big compared to the rest of the body (even the head). Now, it almost looks like this disjointedness is deliberate, and if so I say "Woot!" Otherwise, the picture looks like an agglomerate of smaller, well-proportioned pieces that are poorly combined into a single scale.

amishjebus responds:

**** Looked over and over, and even used my mirror to hit the same pose to see what's going on, and it finally hit me. Because I added that lacy frill I accidentally moved her nearer arm too far from her body, so it is disjointed from everything else;being positioned as if we are seeing her from the front rather than from the side, which puts everything positioned in accordance to a view from the side way out of balance. This might actually be something I can fix after I buy more paint. I still hold from all of my references that her hand is the right size, though I think the outer edge of her wrist and arm there need re-angled on closer inspection.

Sufficiently creepy

It's sufficiently creepy that I'm totally willing to overlook any technique-related flaws, and I'll just revel in your awesome idea. "I'll give you my heart", LOL

Gaz-Metal responds:

Thanks dude. There's probably millions of technical flaws because I don't know what I'm doing. I just make it up as I go along. I have books that tell you different techniques but I never get around to reading them.

I can see your specular.

Overall, I LOVE the lighting. I'm glad you learned a lot, and I only wish I could learn as much. Any chance you would post (just in your profile) a screen-cap of the model, so we can see where the lamps are?
And as my title suggests, there's a specular reflection on the right wall that seems to reflect nothing in the image itself. I think you forgot to block one of the lights from sending specular rays to that wall. Given all the other details that are spot-on, this is trivial.

pupuhugr responds:

thank you very much sir, and because you have helped me with a little piece of advice, I will surely take a screen cap or my lights, and Ill point out which are which for you bud. Ill message you when its posted. (After I fix that spec problem real quick)

Great! But there are odd things

I love the composition, and I really like the details in the leaves (particles, I assume?), and you chose some really good textures.
I'm a bit baffled, however, about the high-contrast noise that you layered on top. (This seems to be a style choice of yours, and I'm just curious why). Also, there are the square blocks around the water and clouds, but not on the rocks and tree. It looks like a weird JPEG encoding, but it also looks deliberate. Again, I'm curious.

AnthonyRichardWalker responds:

i'm glad u like it. but i use the noise/grain overlay to give the background some added detail for large views and wallpapers, it really only shows up on the background water & sky to give it more of a bright, fantasy dream look. the left side of this image had nothing going on for it so i added the pixelated boxes under the grain to simplify the look but under the grain so it didn't look too much like bad distortion. i make most of my images for wallpapers, so i'm always thinking in full view detail but try to make it subtle enough that it's not too noticeable in small view. thnx for the review :D

Yay! Another Carck submission!

I love when you post. Your stuff combines great 3D-art skills with excellent designer tastes, and you make everything look llke it belongs in someone's house. :-)
Two technical comments: what's happening at the corners of the wooden chairs? It looks like a normals/smoothing problem, but they look flawed. Also, the color of the light source isn't quite right. A bright, sunny day like that usually provides yellow-tinted light. I recommend you make your primary light source 10-20% yellow and maybe insert a weak sky-blue light in the room to highlight the shadows a little. Really, though, you've already done the hard work to deserve a 10.

<deleted> responds:

Yes, the corners of the chair is indeed a smoothing problem. I was going to increase the iterations to 2 before production render, but I forgot :(
As for the lighting, you are right again ^^ I really appreciate the constructive critisism which I will remember in my next submission!

Thanks for useful comment :)

I don't spend much time here anymore, but it's nice to see the site still with its wide spread of user-generated content.

Male

Developer

Columbia University

Joined on 12/16/09

Level:
6
Exp Points:
350 / 400
Exp Rank:
> 100,000
Vote Power:
4.71 votes
Art Scouts
1
Rank:
Civilian
Global Rank:
> 100,000
Blams:
7
Saves:
8
B/P Bonus:
0%
Whistle:
Normal
Medals:
296